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This is just a toy
program I wrote shortly after getting my Pentium II
300MHz MMX (with AGP!) super computer. That computer is
now old news, of course, being a couple months later, but
I still love it. I
wanted to write a program with a lot of number-crunching
in it to show off what a great investment the computer
was and I remembered how multi-body gravitation programs
were always considered very challenging back when I was
in school.
Well, times change, I
guess, cause modern personal computers seem up to very
large challenges in that regard.
This program is FREE, not shareware. Just enjoy it.
What Is Galaxy
Simulator?
Well, the name is
probably a bit of an exaggeration, but basically it
starts with a group of stars placed randomly in a 3D
volume of space. Then it computes the gravitational
attraction between all the stars and moves them all a
little. Then it does it again. That's about it, really. I
added some extras for fun (like making a movie since it
*does* take awhile to compute a large enough number of
stars.
And I am considering
2000 to be a large number, which is not really accurate
in the 'galaxy' sense, of course. But it's a lot of
little dots on your computer monitor.
My 'scientific goal' for
the program was to establish that given time, a random
placement of stars would turn into a rotating disk (my
hypothesis) and it more or less seems to be the case.
Since the stars start off at rest (yeah, yeah, I know
that would make a nice feature addition to give them
initial velocities), they are initially drawn to the
center of mass of the universe, and a few encounter each
other closely right away and are whipped outwards at high
velocity. The rest pass each other on their way through
the center, bound out the far side, and eventually slow
down and orbit the center. Eventually one plane becomes
dominant (mainly by hurling out the stars which aren't in
it.) and then one direction of rotation dominates (took
me over a week of computation to get to this point, and
about half the stars had reached what appeared to be
escape velocity in the process.)
Running the Program
Well, just unzip the
executable and run it.
It is a dialog-based MFC
app written in VC++ 4.2b Right away it starts animating a
universe of 200 stars, which runs in real time on my
machine. You can resize the display to your comfort and
experiment with the controls along the left. Here is a
brief summary of the controls
- Frame Number. The
universe begins with frame zero and each new
computation of the start positions is another
frame. This field shows two numbers. The first is
the frame being displayed, the second is the
total number of frames computed so far. I record
the first 4000 frames in a movie buffer (this
tests your memory and disk drive, as well as your
computing horsepower). Many of the controls (like
the ZOOM buttons) actually rewind your frame
playback a little, so you can see over again a
second or two of what you just saw.
- Zoom In/Out. These
buttons let you zoom in and out. If you click in
the galaxy area, you will center the display on
the area you clicked on. Any of these operations
also rewind the playback buffer a couple seconds.
If you are computing a large number of stars, the
program will lock up for the time required to
complete the computation of the current frame
(see the pause computation checkbox) and your
clicks on buttons, etc. will be deferred until
that frame is computed.
- ERASE. When this is
checked, the screen is erased before displaying
each frame. This is more like a real Galaxy.
Uncheck this box to see lines left behind as
stars move (not really lines, you just see the
previous positions).
- COLOR. This slows
computation a little, but it colors the stars to
indicate their absolute velocity changes.
Normally stars are all yellow, but when color is
turned on they are green while getting faster,
and red while slowing down. An orbiting star will
generally be green while falling towards the
center of its orbit, and red while moving away.
It is particularly cool to discover groups of
stars in complex orbits around each other. Since
the display is not centered on any one star
(another possible feature), such orbits look more
like figure eights than the ellipses you might
otherwise expect.
- BLACK HOLE. This
turns on a massive black hole in the center of
the galaxy. It is pretty boring if you turn it on
too soon as all the stars basically fly through
the center and out the far side, never to return
(well, not in your lifetime). Turning it on AFTER
a few weeks of computation would probably be more
interesting.
- CENTERED. This
attemps to auto-center the display on the center
of mass of the galaxy, but for some reason I
can't get my center of mass computations to work
right. Or at least, I don't believe the results.
- X Bullet. This
fires a massive black hole from the left through
the center of the galaxy. It's pretty neat to
watch the stars react.
- Z Bullet. Same as X
bullet, but the black hole is shot from YOU
through the center. It lets you see what is
happening better, I think. Basically, all the
stars pull towards the center (but the hole is
long gone before they get there) and then
continue out the far side, creating a conical
pattern. This can actually help quickstart the
circular/planar nature of your galaxy and who
knows, maybe this sort of thing happens in nature
all the time?
- INSTANT REPLAY.
This starts the movie running from frame zero.
New computations are delayed until the moview
catches up with the current computation frame.
When you are doing a long computation, this is a
nice way to see the results of your work.
- PAUSE COMPUTATION.
The slow computations with a large number of
stars are irritating when you want to browse a
bit and watch movies. This checkbox halts
computation until you uncheck it again. While
paused, you can zoom in and out and click around
on interesting areas and have the instant
gratification you desire. Don't forget to uncheck
it when you are ready to get some more computing
under way.
- # STARS. This is
where you set the initial number of stars for
your galaxy. It won't take effect until you push
the NEW UNIVERSE button
- NEW UNIVERS. This
starts of a new universe, with a new group of
randomly placed stars. Your computation frame
starts back at zero and all your computing up to
that point is lost.
There is NO WAY to save
a movie, or the results of your hard-won computations.
The whole point is to enjoy it while it is happening.
The Math
It's all pretty basic
physics (all Newtonian, no time dilation is involved).
But to make things educational (and to be properly
didactic):
- The force of
attraction between any two stars is F = (G * M1 *
M2)/(R * R) where G is the universal
gravitational constant, M1 and M2 are the masses
of the two objects in question, and R is the
distance between them. For each 'frame' of the
computation, I compute the force vector between
each possible pair of stars and add them together
to come up with a single vector for each star
showing the net force applied to it. It is
important to do this BEFORE actually moving ANY
of the stars.
- It is the doing of
this math between all possible pairs of stars
which is why this requires lots of computing
power in the first place. For N stars, there are
N*N computations required. In fact, I take
advantage of the fact that for any given pair of
stars they each exert the same force on each
other (just in opposite directions, each exactly
towards the other one), so I only have to do half
the total number of computations, or (N * N)/2.
The inverse square law would let me simplify
additionally by not bothering to compute the
contribution of distant objects, but heck, why
not? It's more fun this way.
- Some trigonometry
is required to break the net force vector down
into 3 component parts for the X, Y , and Z
coordinate axes. Basically this is done by
computing the differences in the XYZ positions of
the two stars (which gives you a line segment
from the center of one star to the other),
scaling it until it is of length 1.0 (by dividing
each coordinate by the absolute length of the
line - which requires a square root operation,
which was one of my goals :-) and then
multiplying each scaled coordinate by the total
force F to get the 3 components of the force
vector Fx Fy and Fz.
- The acceleration of
a star is derived from F = M * A (or A = F / M,
since we are solving for acceleration). So we
take the net force applied to the star (which is
a vector, meaning it has both a strength and a
direction) and divide it by the mass of that
star. The acceleration is another vector, so we
have to compute Ax = Fx/M, Ay = Fy/M, and Az =
Fz/M to get the amount of acceleration to apply
in each coordinate direction.
- The velocity of a
star (which remains constant until acted upon by
an external force, don't you know) starts out at
zero and is influenced in each frame by the net
acceleration of that frame. Because I can control
the structure of the simulation, I can simplify
this to just the acceleration times the elapsed
time of the frame. And since I designed the whole
thing around certain time units as scaling
factors, I can actually just use the acceleration
value itself. So the previous velocity vector of
the star is modified by the current frame's
acceleration, as in Vx = Vx + Ax, but your math
teacher would prefer that you saw that as: V = V
+ (A * deltaT)
- The new position of
a star is influenced both by its velocity, and
the acceleration it experienced in that frame.
The reason the acceleration is in there is
basically due to the fact that since the velocity
wasn't really constant throughout the frame, and
the acceleration helps summarize that. So the
official equation for position is P = P + (V * T)
+ (A * T * T)/2, where T is the elapsed time of
the frame. Again, my choice of units allowed the
T terms to drop out (by being '1.0' basically),
so I only had to compute P + V + (A/2). Of
course, this had to be computed separately for
each of the three coordinate axes as in Px = Px +
Vx + (Ax/2), etc.
- I used
double-precision floating point math for all the
computations and, sparing any leftover Pentium
errors, I don't think I experienced much
round-off error. I modeled the stars as point
sources (I guess they are more like black holes
really) and didn't do any actual collision
detection, so I don't claim absolute accuracy.
But the lack of relativisitic effects makes this
just a toy anyway.
The stars are all
unrealistically heavy, just to get things interesting as
soon as possible, and as mentioned before, a REAL galaxy
has a lot more stuff in it, but 2000 stars puts on a
satisfying show. The center of the galaxy becomes an
interesting dance of fireflies.
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